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Damage Meter

Author
Reizak StormFury
Perkone
Caldari State
#41 - 2013-08-01 15:18:48 UTC  |  Edited by: Reizak StormFury
Tchulen wrote:
Cpt Tirel wrote:
Damage and damage application is quite complicated in EVE. A damage meter would show details a killmail never could. In addition a killmail is something that must be looked up and therefore often gets ignored or overlooked, while a damage meter is part of the UI.

Incursion runners do not even have killmails, and pick-up-fleets constantly have problems with leechers and slackers. Those people are often almost impossible to identify and replace. I think a damage meter would be greatly apriciated by the incursion communities.


And it won't give the L33t incursion runners another reason to bash newer players and those who can't afford sparkly ships worth billions, right?

Waste of dev time, bad for newer players and pointless for anyone other than incursion runners and even then only a very few of them.



I agree it won't be great for the arrogant, shiny only incursion runners. It would however be useful for FC's to see who's simply leeching from incursion groups (and believe me, it happens).

Outside of that, EVE won't really get much value from a damage meter... But it could do with some indicator (not a damage meter), to inform FC's whether the person meant to be dealing DPS is actually suitable for the fleet they're in, and whether they're not just slacking, but leeching.


I'd suggest a system whereby the average DPS is calculated for the fleet/wing/squad/whatever, and anyone not flying a logistics ship (i.e., anyone who isn't doing a significant amount of repairs), has their personal DPS compared to the average. The FC can then set percentage (lets say 50% for this example) of that average DPS. If a pilot drops below that, an un-intrusive message can be displayed to the FC, and the FC only.


This allows FC's to decide whether the pilot is leeching. For example, if they're in a deadspace fit Machariel or Vindicator, and they're doing less than half the average DPS in a Vanguard site, then it's pretty fair to say that they're probably leeching. If they're a triple webbing Loki, then chances are they're just concentrating on that. A good FC would be able to glance the report quickly and tell if anyone's leeching or not.


Again, incursions are really the only thing I can think of as anything like this being useful. You could argue a case for running anomalies in null with your corp or whatever, but that's normally a lot more relaxed, and as it's your corp, then it's not classed as "leeching".


Finally, on the flip-side, a personal DPS meter, or some kind of accessible battle report could be extremely handy... Want to find out, in real-life scenarios how much the changes to cruise missiles have made to hitting frigates? Don't really have/want a head for numbers? Then go out in the field, try it out, have a look at a brief battle report.

You could then share them if you wanted to or whatever...


TL;DR: I can see Incursion FC's having a use for this, as well as maybe other FC's in general. I don't see the general populous as needing it, and don't really think it should be implemented for everyone. As a personal tool, just for your eyes, about your performance in a fight/mission, I think it could also be good.


Oh, and as for the people talking about Killmails... They're not particularly detailed, especially in terms of damage breakdown. Also, I've only ever received a killmail when getting popped in PvE, which doesn't help me tune my performance for certain fits/missions really.
SquirlRuler Cadelanne
Guilliman Initiative
#42 - 2013-08-01 15:55:41 UTC
Nevyn Auscent wrote:
There is a reason WOW is the only game you can point at for this example. Because nearly all the other serious MMO's refuse to implement Damage Meters WOW style because they hurt the community. They create snobbery, and encourage abuse & belittling of people simply because of a number. They create an environment where a player who isn't 100% max skills gets kicked from fleets/corps and told to go sit in the newbie corp till they are V everything.
WOW is a game where you raid with people exactly your level, and grind for the 100% best gear and never loose it once you have it.
EVE is a game where you Fleet with people of wildly different skill point levels, and use the most cost effective gear since you have to replace it often, often in a variety of fits intended to do different things at different times.
Damage meters do not belong in the second kind of game, ever.


I was going to make a comment but this pretty much sums up what I wanted to say.

Slipping steadily into madness; now that is the only place to be free.

Phoenix Jones
Small-Arms Fire
#43 - 2013-08-01 16:00:43 UTC
No. This is now WOW. No dps meters, no damage tracking. No people screaming "your dps isn't bla bla bla"

It is a metric the public does not need.

Yaay!!!!

Kalanaja
Sebiestor Tribe
Minmatar Republic
#44 - 2013-08-01 16:18:49 UTC
Reizak StormFury wrote:
Tchulen wrote:
Cpt Tirel wrote:
Damage and damage application is quite complicated in EVE. A damage meter would show details a killmail never could. In addition a killmail is something that must be looked up and therefore often gets ignored or overlooked, while a damage meter is part of the UI.

Incursion runners do not even have killmails, and pick-up-fleets constantly have problems with leechers and slackers. Those people are often almost impossible to identify and replace. I think a damage meter would be greatly apriciated by the incursion communities.


And it won't give the L33t incursion runners another reason to bash newer players and those who can't afford sparkly ships worth billions, right?

Waste of dev time, bad for newer players and pointless for anyone other than incursion runners and even then only a very few of them.



I agree it won't be great for the arrogant, shiny only incursion runners. It would however be useful for FC's to see who's simply leeching from incursion groups (and believe me, it happens).

Outside of that, EVE won't really get much value from a damage meter... But it could do with some indicator (not a damage meter), to inform FC's whether the person meant to be dealing DPS is actually suitable for the fleet they're in, and whether they're not just slacking, but leeching.


I'd suggest a system whereby the average DPS is calculated for the fleet/wing/squad/whatever, and anyone not flying a logistics ship (i.e., anyone who isn't doing a significant amount of repairs), has their personal DPS compared to the average. The FC can then set percentage (lets say 50% for this example) of that average DPS. If a pilot drops below that, an un-intrusive message can be displayed to the FC, and the FC only.


This allows FC's to decide whether the pilot is leeching. For example, if they're in a deadspace fit Machariel or Vindicator, and they're doing less than half the average DPS in a Vanguard site, then it's pretty fair to say that they're probably leeching. If they're a triple webbing Loki, then chances are they're just concentrating on that. A good FC would be able to glance the report quickly and tell if anyone's leeching or not.


Again, incursions are really the only thing I can think of as anything like this being useful. You could argue a case for running anomalies in null with your corp or whatever, but that's normally a lot more relaxed, and as it's your corp, then it's not classed as "leeching".


Finally, on the flip-side, a personal DPS meter, or some kind of accessible battle report could be extremely handy... Want to find out, in real-life scenarios how much the changes to cruise missiles have made to hitting frigates? Don't really have/want a head for numbers? Then go out in the field, try it out, have a look at a brief battle report.

You could then share them if you wanted to or whatever...


TL;DR: I can see Incursion FC's having a use for this, as well as maybe other FC's in general. I don't see the general populous as needing it, and don't really think it should be implemented for everyone. As a personal tool, just for your eyes, about your performance in a fight/mission, I think it could also be good.


Oh, and as for the people talking about Killmails... They're not particularly detailed, especially in terms of damage breakdown. Also, I've only ever received a killmail when getting popped in PvE, which doesn't help me tune my performance for certain fits/missions really.



If you have leechers in an incursion fleet it should be simple to tell anyways. If you see a Vindi or Machariel not shooting which is easy to see. Then punish them. Warp out and leave them to get blapped by the Sansha.
Cpt Tirel
Institute For Continuous Glory
#45 - 2013-08-01 18:46:16 UTC
Phoenix Jones wrote:
No. This is now WOW. No dps meters, no damage tracking. No people screaming "your dps isn't bla bla bla"

It is a metric the public does not need.


But WoW is dying and some of its players are coming here aparrently. We need new ways to identify their incompetence so we can send them back to their unholy spawning pits.
Cpt Tirel
Institute For Continuous Glory
#46 - 2013-08-01 18:51:42 UTC
Quote:
If you have leechers in an incursion fleet it should be simple to tell anyways. If you see a Vindi or Machariel not shooting which is easy to see. Then punish them. Warp out and leave them to get blapped by the Sansha.


Vindis yea, Machs no. And sometimes theres 15+ of them in HQ fleets. And it is impossible to see who's sending their drones to the drone bunny or not. And then theres bad piloting etc, etc.
Danika Princip
GoonWaffe
Goonswarm Federation
#47 - 2013-08-01 21:44:40 UTC
Cpt Tirel wrote:
Phoenix Jones wrote:
No. This is now WOW. No dps meters, no damage tracking. No people screaming "your dps isn't bla bla bla"

It is a metric the public does not need.


But WoW is dying and some of its players are coming here aparrently. We need new ways to identify their incompetence so we can send them back to their unholy spawning pits.



Posting awful ideas about how to turn already toxic sections of the community into something even worse is a great way to spot them too...
Kalanaja
Sebiestor Tribe
Minmatar Republic
#48 - 2013-08-02 03:23:03 UTC
Cpt Tirel wrote:
Phoenix Jones wrote:
No. This is now WOW. No dps meters, no damage tracking. No people screaming "your dps isn't bla bla bla"

It is a metric the public does not need.


But WoW is dying and some of its players are coming here aparrently. We need new ways to identify their incompetence so we can send them back to their unholy spawning pits.



Then the players can come here and deal with things the way they are. I don't imagine blizzard would change wow to suit eve players that left if eve was dying. I don't think CCP should change the game to suit wow players that are coming here. If wow is really dying then that is blizzard's problem not CCP's. Changing any game midstream really or after it's gotten to a certain point in it's age just means the people that stuck by for years will leave. That's what happened to star wars galaxies after SOE did all the changes. The game died because SOE decided to change the game play to suit the newcomers who thought it was too hard.
Cpt Tirel
Institute For Continuous Glory
#49 - 2013-08-02 03:56:12 UTC
Kalanaja wrote:
Cpt Tirel wrote:
Phoenix Jones wrote:
No. This is now WOW. No dps meters, no damage tracking. No people screaming "your dps isn't bla bla bla"

It is a metric the public does not need.


But WoW is dying and some of its players are coming here aparrently. We need new ways to identify their incompetence so we can send them back to their unholy spawning pits.



Then the players can come here and deal with things the way they are. I don't imagine blizzard would change wow to suit eve players that left if eve was dying. I don't think CCP should change the game to suit wow players that are coming here. If wow is really dying then that is blizzard's problem not CCP's. Changing any game midstream really or after it's gotten to a certain point in it's age just means the people that stuck by for years will leave. That's what happened to star wars galaxies after SOE did all the changes. The game died because SOE decided to change the game play to suit the newcomers who thought it was too hard.


If you read what i wrote i wasnt saying to change the game for newcomers at all, in fact i was saying more of the oposite. Either way i would not say a damage meter is a change, more of a small addition to the existing UI.
Zan Shiro
Doomheim
#50 - 2013-08-02 04:56:51 UTC  |  Edited by: Zan Shiro
Cpt Tirel wrote:
Phoenix Jones wrote:
No. This is now WOW. No dps meters, no damage tracking. No people screaming "your dps isn't bla bla bla"

It is a metric the public does not need.


But WoW is dying and some of its players are coming here aparrently. We need new ways to identify their incompetence so we can send them back to their unholy spawning pits.



you do know elitism by "meters" doesn't even work in its current state with pvp, right? KB checks, api pulls, etc. "bad" players still make it through.

Liars figure and figures lie.

I make no claim to be great at pvp on the pvp char. I cannot solo or skirmish worth a damn. I am however a decent blob pvp'er. I can warp to xyz and press f1 in a fleet bs with the best of them lol. The same stats, now with the ability to fly caps (and I can even do triage carriers, lots in 0.0 have the ratting carrier looong before they can do triage) will get me an admittedly average player into most "blob" type crews little issue. Those stats include great isk efficiency (not hard to get..get on 10's of cap km's plus tons of bs mails from primary calls) and high damage (you shoot an archon a few minutes not being gaped by a mommie....you fire a lot of rounds that hit even in a crap tracking rokh lol).

Meanwhile in some low sec crew after a usually common trial of 1 v1 vs. a selected corp member in cruiser or below I'd be told I suck ass and thanks for trying but no go.


Which leads to the issue with your meter. Like I did above with cap kills, data can be massaged to more what you want. Poof, I give you your 1 week meter. All the leacher has to do is spam lv 4's a few days to get high numbers and then roll up in your fleet. Its what they do now...that t3 or pirate boat didn't grow on a tree to be picked like a fruit.



But I will admit there is an issue with your incursions. Issue is they are in empire. Let us remove them as low and 0.0 does not have this issue. Any scrubs in fleet were generally recruited or...if old boy/girl sucks ass there should have been 1 month of corp meetings in ts or the forums to say this guy is just not what we need.

And if leeching in low sec...well they kind of earned it. They got an incursion boat through gate camps and pirate roams. If they want to leech...well good for them. Ideally however they'd realize maybe it be best to do this incursion and gtfo before too many sharks start to circle.
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#51 - 2013-08-02 04:58:57 UTC
Just because damage meters was a thing of WoW raids still does not suffice it should not be implemented - it would have to be done intelligently and not for epeen intentoins. However, I agree nonetheless that it will not help much. Damage contribution is already shown in killmails and I think that says much.

If anything, Healmeters would be rather welcoming. See who is saving whose precious ship. Even if there is the usual "thanks loggies" somewhere in the chat, the guys who actually keeping everybody else alive are the usual unsung heroes. It would be good to see a Healmeters rather than Damagemeters.

Also to add, the actual problem with Damagemeters is pretty much that people start using that as a scale for player's skills etc. I hate to be biased, but back with WoW, Damagemeters alongside Gearscore just got way out of hand. People could still be awesome with the gear they had, but we just shoved aside due to those two features. So, Dmgmeters is usually misused by the community - and thus should not be seen anywhere else but in WoW itself.

Healmeters (or at least seeing heals in killmails) would be something more useful, though marginally.

Using tablet, typoes are common and I'm not going to fix them all.

Zan Shiro
Doomheim
#52 - 2013-08-02 05:36:46 UTC
Vayn Baxtor wrote:

Healmeters (or at least seeing heals in killmails) would be something more useful, though marginally.



too marginal. I actually like the current logistics system. Not sure how others fair but places I have been you know the good logi pilots from the bad ones quickly. Also has that massaging of data issue. Its not always the amount of remote reps that matter. It can be what your are actually repping.

One could spam all their reps on a mommie or titan not in imminent danger of dying and get a great score over time, Or they could give a hic some love here and there. Probably be less rep amount end of day...but his living longer may be crucial to keeping a super around to blow up.


Its these meters that imo ruin games. All the lemmings tweak to max them out. Eve doesn't work like this. More goee to making magic happen then big numbers on a screen A recent titan kill came about from a small ship jsut flying about. Old boy was in a cloaky, scanned a titan, it loged, scanned another in pos, hacked a pos password, called the ping and was the warp to for a very time sensitive tackle. Scratch one titan after pos bump.

If he ever shot the titan he'd be so low on the damage list it would not be funny. since cloaked he would not register for e-war hitting. However this would not have happened at all if he was not there.

That is eve...right place right time right actions can be greater than having 8000000000 damage point on some stupid meter.
Shereza
Center for Advanced Studies
Gallente Federation
#53 - 2013-08-02 06:34:47 UTC
Cpt Tirel wrote:
Phoenix Jones wrote:
No. This is now WOW. No dps meters, no damage tracking. No people screaming "your dps isn't bla bla bla"

It is a metric the public does not need.


But WoW is dying and some of its players are coming here aparrently. We need new ways to identify their incompetence so we can send them back to their unholy spawning pits.


Surely they can be identified without resorting to basing it on who is and isn't using a damage meter. I mean it was bad enough that you identified incompetents in World of Warcraft by who wasn't using a damage meter without identifying incompetents in EVE Online by who is using one. Roll

___

Personally I rather enjoy having "damage meters" like Recount in MMOs like World of Warcraft and Rift. They might not be 100% accurate, but they help me get a rough idea of how well, or poorly, I'm performing compared to my peers. Case in point with World of Warcraft I ran through one dungeon with a pair of hunters doing something like 1k DPS combined between the two of them. When I started doing the same thing with my hunter she had "worse" gear, a "worse" build, and she averaged 3x their combined damage. Likewise with Rift when I first started playing around with "hurt to heal" builds for support or healing roles having the meters on-hand was a good way of finding out that even if most of my healing was the result of me damaging mobs my DPS was, usually, half that of the lowest DPS member while my healing managed to be adequate.

(Un)Fortunately for EVE players there are too many variables involved to really make damage meters a tool capable of providing meaningful information for entire groups of players. As such the implementation of a "fleet damage meter" would be a colossally stupid idea that would prove invidious at the least. In order to place its data into some sort of accurate context it would have to collect, and provide, a potentially significant amount of data which would in turn increase the load on the servers due to higher network traffic, increase the bandwidth necessary to play EVE while it is running which in turn would subsequently make players more prone to lag issues, and chug through players' available data limits at a higher rate. While some of those concerns might be minor to some people they're still there, and the rest aren't so very minor either.

However, having said that I would also say that personal damage meters that are calculated purely client side and display no more data than your client receives from the server with no additional data being sent and none of the subsequent increase in server load which could be useful in helping intelligent players gauge their performance might actually have a place in EVE Online.

Combat often has a lot of scroll, and trawling through log files after combat is cumbersome at best. Parsing programs like RJParser for Rift ought to be able to handle the job to a degree, but they can also cause unintended side effects such as the aforementioned parser causing a significant frame rate penalty any time the data windows had any sort of transparency to them. Having an in-game tool to let us view that data in a more meaningful fashion without resorting to a third-party program wouldn't necessarily be a bad thing in that sort of scenario.

tl;dr: Personal damage meters are potentially useful and are worth considering. Fleet damage meters would be unholy abominations which would warrant their creator(s), and instigator(s), being forever immortalized by getting podded in every solar system in EVE, back to back to back to back, while on a live video stream so that everyone can watch it and think, "Thank the gods I'm not (that/those) sorry bastard(s)!"
Cpt Tirel
Institute For Continuous Glory
#54 - 2013-08-02 08:15:28 UTC
Quote:
(Un)Fortunately for EVE players there are too many variables involved to really make damage meters a tool capable of providing meaningful information for entire groups of players. As such the implementation of a "fleet damage meter" would be a colossally stupid idea that would prove invidious at the least. In order to place its data into some sort of accurate context it would have to collect, and provide, a potentially significant amount of data which would in turn increase the load on the servers due to higher network traffic, increase the bandwidth necessary to play EVE while it is running which in turn would subsequently make players more prone to lag issues, and chug through players' available data limits at a higher rate. While some of those concerns might be minor to some people they're still there, and the rest aren't so very minor either.


However, having said that I would also say that personal damage meters that are calculated purely client side and display no more data than your client receives from the server with no additional data being sent and none of the subsequent increase in server load which could be useful in helping intelligent players gauge their performance might actually have a place in EVE Online.


Sure the more players the less useful it would be. That does not mean it would be useless in EVE.
I am not an expert on data traffic but i would guess the numbers that a damage meter would display are allready there - Displayed as targets shield/armor/structure, and would cause little to no lag.

Quote:
Combat often has a lot of scroll, and trawling through log files after combat is cumbersome at best. Parsing programs like RJParser for Rift ought to be able to handle the job to a degree, but they can also cause unintended side effects such as the aforementioned parser causing a significant frame rate penalty any time the data windows had any sort of transparency to them. Having an in-game tool to let us view that data in a more meaningful fashion without resorting to a third-party program wouldn't necessarily be a bad thing in that sort of scenario.


A parser would be a welcome alternative but something tells me this would have been made allready if it was possible.

Quote:
tl;dr: Personal damage meters are potentially useful and are worth considering. Fleet damage meters would be unholy abominations which would warrant their creator(s), and instigator(s), being forever immortalized by getting podded in every solar system in EVE, back to back to back to back, while on a live video stream so that everyone can watch it and think, "Thank the gods I'm not (that/those) sorry bastard(s)!"

Twisted
Hesod Adee
Perkone
Caldari State
#55 - 2013-08-02 08:21:24 UTC
Cpt Tirel wrote:

I do not think any MMO's refuse damage meters but damage meters and parsers are usualy made by players in the form of a mod and not all games support mods. Like i said i used WoW as a reference to damage meters because most people can relate to WoW.

Most MMOs refuse mods for good reasons:
- They could easily look similar to hack/bot programs.
- They can make content too easy, for example by highlighting whoever needs the healers attention the most, or showing people exactly where to stand in a boss fight. Forcing game designers to balance the game around the mod being present, which forces everyone to get the mod.
- Malware risk.
- They cause unpleasant changes to the community. Like the snobbery a damage meter causes.

Cpt Tirel wrote:
But WoW is dying and some of its players are coming here aparrently. We need new ways to identify their incompetence so we can send them back to their unholy spawning pits.

Lossmails show bad fits.
Lossmails with them in a fight they should have won means they need to be questioned.
If they have no lossmails, but they do have killmails, then whatever they are doing might be something worth copying.
Looking at their damage numbers on killmails shows how well they are following orders.
Full API key lets you see if they are training the right skills.

What piece of useful information would a damage meter show ?


A damage meter might even hurt them learning Eve, because it emphasizes damage over other useful things like EWAR.
Cpt Tirel
Institute For Continuous Glory
#56 - 2013-08-02 08:23:17 UTC
Quote:
Its these meters that imo ruin games. All the lemmings tweak to max them out. Eve doesn't work like this. More goee to making magic happen then big numbers on a screen A recent titan kill came about from a small ship jsut flying about. Old boy was in a cloaky, scanned a titan, it loged, scanned another in pos, hacked a pos password, called the ping and was the warp to for a very time sensitive tackle. Scratch one titan after pos bump.

If he ever shot the titan he'd be so low on the damage list it would not be funny. since cloaked he would not register for e-war hitting. However this would not have happened at all if he was not there.

That is eve...right place right time right actions can be greater than having 8000000000 damage point on some stupid meter.


Do not fear, EvE is not WoW. The effect a damage meter would have would be diffrent. There is no never-ending geargrind hereAttention
Cpt Tirel
Institute For Continuous Glory
#57 - 2013-08-02 08:34:25 UTC
Hesod Adee wrote:
Cpt Tirel wrote:

I do not think any MMO's refuse damage meters but damage meters and parsers are usualy made by players in the form of a mod and not all games support mods. Like i said i used WoW as a reference to damage meters because most people can relate to WoW.

Most MMOs refuse mods for good reasons:
- They could easily look similar to hack/bot programs.
- They can make content too easy, for example by highlighting whoever needs the healers attention the most, or showing people exactly where to stand in a boss fight. Forcing game designers to balance the game around the mod being present, which forces everyone to get the mod.
- Malware risk.
- They cause unpleasant changes to the community. Like the snobbery a damage meter causes.


You call it snobbery, i call it quality.

Quote:

Cpt Tirel wrote:
But WoW is dying and some of its players are coming here aparrently. We need new ways to identify their incompetence so we can send them back to their unholy spawning pits.

Lossmails show bad fits.
Lossmails with them in a fight they should have won means they need to be questioned.
If they have no lossmails, but they do have killmails, then whatever they are doing might be something worth copying.
Looking at their damage numbers on killmails shows how well they are following orders.
Full API key lets you see if they are training the right skills.

What piece of useful information would a damage meter show ?

Who's watching TV while playing and fun for the players who enjoy numbers other than ISK.

Quote:

A damage meter might even hurt them learning Eve, because it emphasizes damage over other useful things like EWAR.

In every MMO game DPS/Damage is always the majority because offense is simply the best defense. EWAR would be less of a focus yes of course it would, but it should stil show number of targets affected by each ewar pilot with what modules, etc. As i said earlier.
Shereza
Center for Advanced Studies
Gallente Federation
#58 - 2013-08-02 22:31:54 UTC
Cpt Tirel wrote:
That does not mean it would be useless in EVE.


It might not be "useless" but I don't see it as ever being useful enough to counteract the harmful properties of a fleet-wide meter.

Cpt Tirel wrote:
I am not an expert on data traffic but i would guess the numbers that a damage meter would display are allready there - Displayed as targets shield/armor/structure, and would cause little to no lag.


I don't expect the server to pulse out data for every ship on a grid to every client on the grid which in turn means that numbers for any damage done to/by fleet members you aren't locked onto or have in your watch list are likely to be extra data. On top of that while you might see notifications that you are being damped, jammed, scrambled, painted, or disrupted you don't, with the exception of scrambling, see notification of it happening to other people. That would be extra data sent out as well.

Cpt Tirel wrote:
A parser would be a welcome alternative but something tells me this would have been made allready if it was possible.


It's entirely possible. The logs are just simple text files. The biggest problem with a parser is how accurate it would be as a function of how often the logs are updated. On top of that the parser would also have to adapt to open up new log files every time the client creates one.

So yes, it's possible, but it's a lot of work for something that a lot of people in EVE really don't seem to care much for or about.

Hesod Adee wrote:
Most MMOs refuse mods for good reasons:
- They could easily look similar to hack/bot programs.
- They can make content too easy, for example by highlighting whoever needs the healers attention the most, or showing people exactly where to stand in a boss fight. Forcing game designers to balance the game around the mod being present, which forces everyone to get the mod.
- Malware risk.
- They cause unpleasant changes to the community. Like the snobbery a damage meter causes.


#1 The chances of this happening are directly proportionate to how much freedom the game developers give to mod makers. The lower the freedom the less the chance.

#2 A "properly designed UI" can help obviate the need for a lot of mods, however, so arguments that they would make healing easier or not standing in the fire easier and subsequently make the game worse don't necessarily hold water. Rift, for example, has a decently designed raid frame for the UI which makes figuring out who needs to be healed first pretty easy, and many boss fights have some sort of visual "tell" before bosses open up with a big, nasty AoE type attack. Using mods to compensate for "bad" UI design doesn't necessarily detract from the game or make the game worse for other players.

Also, what sort of mods would you have to balance a game around? Certainly not money monitors, bag managers, auction trackers, mail sorters, damage meters, UI customizers, rare mob/puzzle locators, farming/harvesting aids, and similar mods.

#3 The only risk of malware is when you download the mods, and if you combine downloading from only reputable sources with not touching any file that doesn't have an appropriate extension (read that as not touching .bat, .cmd, .exe, .com, .jar, .htm(l), .msi, and probably .py to list a few off the top of my head) there's little risk at all.

In fact there's probably a greater risk involved with making players jump through asinine hoops to download the game client (I'm referring specifically to any company that forces the installation and usage of programs like Akamai Net Session and Pando Media Booster) thereby enticing them to download the client from alternative sources than there is from mods.

#4 Often mods don't necessarily cause changes so much as give free reign to peoples' inner Napoleans. The problems were already there, but they just weren't as obvious. Bear in mind that I'm not saying that the long-term effect can't be unhealthy for the MMO, just all the crap with "GearScore" and Recount from World of Warcraft is proof enough. I'm simply pointing out that you're ignoring the "pre-existing conditions" group. Smile
Hesod Adee
Perkone
Caldari State
#59 - 2013-08-02 23:33:35 UTC
Cpt Tirel wrote:
Who's watching TV while playing


WRONG The damage numbers they get on killmails would show that.
Though some fights are under so much TiDi that watching TV on the other screen doesn't matter. Just keep listening for orders over voice comms.

Quote:
and fun for the players who enjoy numbers other than ISK.

Not useful information.

Quote:
Quote:

A damage meter might even hurt them learning Eve, because it emphasizes damage over other useful things like EWAR.

In every MMO game DPS/Damage is always the majority because offense is simply the best defense. EWAR would be less of a focus yes of course it would, but it should stil show number of targets affected by each ewar pilot with what modules, etc. As i said earlier.

In the PvP I get into, having my EWAR work provides much better defense than anything I've seen other than bringing lots of friends to the fight. Prevent them from locking me negates all of their DPS.
Tchulen
Trumpets and Bookmarks
#60 - 2013-08-03 09:26:39 UTC
The most amusing thing about reading this thread is knowing, with certainty, that this won't be added to the game.

For all your arguing for a damage meter in EVE, OP, you neither have the backing of the community or of CCP and so yeah, never gunna happen.

EPALU